m (→2A: -9 so weak for tick throws) |
Tag: Undo |
||
Line 56: | Line 56: | ||
|description= | |description= | ||
Sprays gunfire at the opponent's feet. A surprisingly long ranged low that hits multiple times. | Sprays gunfire at the opponent's feet. A surprisingly long ranged low that hits multiple times. | ||
* Good for tick throw attempts | |||
* Since it hits multiple times, it is excellent for beating armored opponents, such as Grappler or Crusader. | * Since it hits multiple times, it is excellent for beating armored opponents, such as Grappler or Crusader. | ||
}} | }} | ||
===<big>2B</big>=== | ===<big>2B</big>=== |
Revision as of 14:34, 30 June 2022
Please feel free to make edits, but include edit summaries and sources where applicable.
You can help by editing it.
Hitman is an aggressive rushdown and pressure character that also has tools to let him play an effective neutral game thanks to moves such as 2B, 5S, 6S, and more, as well as a devastating punish game thanks to his 2S > 5M loops that have a multitude of starters.
Hitman Hitman is classified as a Standard type. He is a well rounded character that fights with a sword and uzi, sporting many multi-hitting pressure moves.
- Comeback King: Hitman's Awakening passive is one of the strongest in the game, gaining the versatile move Shattering StrikeGuardAllStartupVariesRecoveryAdvantage-5. This lets him extend combos, enforce his turn, and even turn his reversal into a safe on block combo starter.
- Big Punishes: Hitman's 2S > 5M loops let him get big damage from anywhere on the screen. This is exemplified when he is able to start the combo with a raw 2S, or if possible a counter hit 5M against a grounded opponent.
- RPS Vortex: After a hard knockdown or ending a combo with 6S due to how close it leaves him, Hitman has a great High/Low/Throw mix with the High and Low options leading into another hard knockdown.
- On Block Bully: 236M being plus on block lets Hitman enforce his turn, with 6S letting him get closer before using 236M. A lot of his moves are also naturally safe on block.
- Weak to Zoning: While Hitman doesn't mind a bit of space from his opponent, he lacks any options at longer ranges. Any character that can zone effectively will force him to patiently get in using run blocks, dodges, and jumps until he is in range to contest with moves like 2B and 6S.
- Move Specific Issues: For as good as a lot of Hitman's moves can be, some common options have noticeable faults. 2B can be hopped over due to its thin, low to the ground hitbox. 5S can be poked and by some characters slid under. 6S, while fast, can easily be stuffed out and its very long recovery can be comfortably whiff punished.
Normal Moves
5A
A quick short ranged slash in front of the Hitman. Has surprisingly high vertical reach, making this a solid anti-air.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | -3 |
5AA
Sprays gunfire in a similar arc as the slash from 5A, but with slightly less range.
- Will whiff after a max range 5A
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70%×4 | +2 |
5B
Hitman slashes forward with his blade. A rather short ranged attack for a 5B, it is an excellent combo starter, however due to 5A being faster and having less recovery, it is usually used as a poke over 5B.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | 0 |
2A
Sprays gunfire at the opponent's feet. A surprisingly long ranged low that hits multiple times.
- Good for tick throw attempts
- Since it hits multiple times, it is excellent for beating armored opponents, such as Grappler or Crusader.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%×3 | +1 |
2B
Extremely long range low poke/sweep with high recovery. While it grants a knockdown, Hitman does not get much advantage off of hitting it raw at tip range.
- At max range, a follow up 5S or 6S will whiff, severely limiting this move's combo potential when not close enough to the opponent.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | Varies |
j.A
Fires the gun directly forward in front of Hitman. A solid air to air that will whiff on most crouching opponents even when used low to the ground, making j.B the preferred jump in button.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70%×3 | Varies |
j.B
Fires the gun directly below Hitman. Excellent jump-in button due to being disjointed and multi-hit, allowing it to even beat armored moves if all three hits connect. Can be used as an instant overhead after a conversion cancelled 6S.
- Has a large amount of Hitstun, allowing hitman to easily convert into combos when used as a jump-in.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%×2 | Varies |
Universal Mechanics
Throw
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+3) |
Dodge
Hitman twirls forward a set distance
- Standard universal dodge.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
Shares an animation with Hitman's 2S
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | +24 |
Special Moves
Surprise Cut
Hitman stabs the area in front of him multiple times, then fires the gun at the edge of the move's range at the end of the animation. A highly active long range poke that is a great option for converting stray hits or juggling, 5S can be cancelled into other Specials or M moves at any time during the multi-hits.
A great poke to use in neutral, as it as incredibly high hitstun, allowing easy confirms into 6S to get close enough to the opponent in order to convert into combos.
- Followups may leave a gap or even whiff if the opponent is only hit by the last hit at max range
- Has a gap between the sword attack and gunfire that is vulnerable to reversals or dodges.
- In combos, it is usually cancelled immediately after the first hit into 6S
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×8 | -4 |
Dead Lift
A Two-hit sword move, functioning as Hitman's primary punish tool and anti air. The first attack Performs a horizontal cut followed by a rising slash which launches the opponent. Can be cancelled into other Specials or M moves before the rising slash becomes active, allowing for a grounded combo instead of launching.
- Critical component to punish combos via 2S 5M loops
- The second hit will whiff if the first one hits at tip range
- Moves Hitman forward slightly
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 | Varies |
Agile Maneuver
Hitman dashes forward a good distance with a slashing attack, then fires the gun several times. Can be used as a gap gloser for long range hit confirms and whiff punishing. Use with caution however, as the long total duration of this move makes it highly susceptible to whiff punishing.
Excellent option to Conversion Cancel as a gap closer, covering the downside of the long animation durations should it whiff.
- Can be cancelled into M moves during the sword slash to avoid the gunfire activating.
- Unlike Hitman's other Specials, cannot be canceled into another special move.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%, 80%×3 | -6 |
Mighty Strike
Hitman slams his sword into the ground in an downward arc. On hit, causes a short ground bounce that forces a hard knockdown when used in combos.
- Hitman's primary OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.". Causes the opponent to bounce, allowing Hitman to extend combos after a hard knockdown.
- 4S OTG leaves Hitman heavily plus, allowing a variety of safejump options, most commonly with j.B.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | HKD |
Dead Six
Hitman slashes upwards in a tall arc in front of him, followed by a spray of gunfire in the same arc.
- Slightly halts air momentum on use
- Can cancel into Helix Dive in between the hits
- Usually not very advantaged when hitting a grounded opponent and landing
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×6 | Varies |
MP Special Moves
Final Strike
An enormous slash that covers a large portion of the screen which crumples the opponent on Counter Hit
- Critical component to Hitman's combo structure with 2S 5M loops
- Great for prediction anti-airs
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | +14 |
Bill Drill
Invincible reversal that hits on both sides, with good horizontal reach and poor vertical reach. Very unsafe on block.
- The third hit has a large gap and much greater range than the first and second hits
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%×2, 30 | Varies |
- reversal full invuln until frame 12
Caracole
An upward slash followed by throwing a spinning sword forward, firing a gun towards it. Fairly plus on block and can spacing trap immediately with 2B if the opponent tries to mash.
- The spinning sword is considered a projectile and remains active if Concentration Cancelled
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90%×17 | +15 |
Sweep
Hitman wildly swings his blade around while spraying gunfire on both sides. As long as the opponent isn't very high, the full move will connect even after a very long combo.
- Generally used to end air juggles of pick up extra damage after 4S OTG.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%×13 | Varies |
- Total active frames including gaps: 55f
Helix Dive
Spins around several times in the air while shooting and slashing, followed by a falling sword slam.
- Sword slam causes a short ground bounce on hit into a hard knockdown, allowing for a OTG 4S or a combo in the corner.
- Can combo into 6S midscreen if hit air-to-air
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×12 | HKD |
- Total active frames including gaps: 47f
Awakening Moves
Dusk Wings
Huge hitbox that reaches about 90% of the screen. Generally used after Shattering Strike juggles or from OTG 4S
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% |
Shattering Strike
A massive attack that covers the majority of the screen. Crumples the opponent on a grounded hit and grants both a hard knockdown and massive launch on an air hit, allowing this to start combos, extend combos, or just be an easy confirm into Dusk Wings.
- Only available while the Hitman is Awakened
- Can cancel during multi-hit portions or at the end of any M moves by inputting 5M. (Note: Holding any direction will cause the move to not come out, must be a neutral input)
- Can be conversion cancelled, making 623MS into Shattering Strike completely safe and even advantaged.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×3 | +14(vs Ground Crumples/vs Air HKD) |
- only during AS
Colors
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •